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Thread: Zeus AI Combat Skills

  1. #1661
    Quote Originally Posted by VirtualVikingX View Post
    +1

    Super stuff your doing
    Agree entirely.

    My 'votes':

    1. yes
    2. yes
    3. A

    BR, and thanks for reviving this great mod

    Orcinus

  2. #1662
    Master Gunnery Sergeant Variable's Avatar
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    Feb 5 2005
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    Israel
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    What everybody said

  3. #1663
    Staff Sergeant
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    What he said!

    Top job!

  4. #1664
    My 'votes':

    1. yes
    2. yes
    3. A
    Will do, when I have a stable package ready I will start a new thread

  5. #1665
    Great, looking forward to it!

    On a side note, for those interested, I can confirm the ASR rearming feature works good with Terox's Zeus. The needed .pbos are asr_ai_main and asr_ai_sys_airearming, plus obviously the userconfig file, with asr_ai_sys_aiskill_feature set to 0.
    Last edited by folgore_airborne; Feb 21 2012 at 22:33.

  6. #1666
    A few suggestions\personal opinions that might help you for the final version:
    -reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres.
    -reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo.
    -increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets.
    -if it isn't already, make it compatible with Zp5's AT launcher fix (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus..
    Last edited by folgore_airborne; Feb 22 2012 at 08:47.

  7. #1667
    Second Lieutenant Kremator's Avatar
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    Has the latest beta screwed with ASR_AI running on a server? As it doesnt seem to like the hpp in userconfig anymore

  8. #1668
    Quote Originally Posted by folgore_airborne View Post
    A few suggestions\personal opinions that might help you for the final version:
    -reduce the AI rate of fire with assault rifles at medium\long ranges. Playing with both USMC and US Army, they fire like the target was at 20 metres, wasting a lot of ammo. They kinda lay down suppressive fire, but they are not supposed to fire 3\4 rounds per second with an MK16 at 400+ metres.
    -reduce engage ranges and RoF for machineguns, because as of now they start shooting 1000m away without hitting anything, only depleting ammo.
    -increase AT launchers (at least scoped ones like MAAWS, SMAW, Metis) engage range and make them more willing to target armoured targets.
    -if it's already, make it compatible with Zp5's AT launcher fix (it prevents the use of AT weapons against infantry). It has its ownCfgAmmo entries which may conflict with Zeus..
    Seconded; those are all very good points.

    I never play with zp5_at_fix (which zipper5 has recently updated) - it should be an integral part of the game IMO - so any conflict with Zeus would be really disappointing.

    BR

    Orcinus

  9. #1669
    awesome work, but i'm curious if there's a way to user-tweak several things:
    1. reduce acquisition range
    2. reduce accuracy

    the main problem i have with the vanilla game is that the AI, especially in vehicles, is too frugal with ammunition. they shoot in extremely short bursts that are often inaccurate and have little effect on targets. this mod fixes this so well, that it's actually been over-done(In my opinion). AI in vehicles is way too accurate and wastes hardly any time in pin-pointing enemy troops at long distances.

    then they go all gung-ho just spamming rounds relentlessly. just last game, my lav25 gunner got a read on a low-flying su34 and proceeded to waste nearly all the ammo until the su34 flew 1000's of meters away. the gunner wouldn't respond to my "hold fire" commands either. also with this mod, AI seem to self-prioritize targets regardless of my commands.

    so anyways, great mod but i'm just curious if there's a way to tweak it

  10. #1670
    Its in the readme:
    Code:
    Player and server profile 
    skill levels significantly affect gameplay. Empirical
    data provides the following recommended skill settings for the .ArmA2Profile:
      skillFriendly=0.98500001;
      skillEnemy=0.99500001;
    
    Recommended precision settings for the player/server profile are:
      precisionFriendly=0.5;
      precisionEnemy=0.48999981;
    
    Higher precision settings tend to make the AI too accurate, which destroys
    immersion. These are recommended values borne out of extensive
    testing.
    Note the value for precisionEnemy is considerably higher than Zeus AI for
    ArmA II.
    You can of course vary them as you wish to make enemy more lethal, but the
    window for adjustment is very small.
    Friendly precision is set higher to mitigate against friendly fire and does not
    appear to unbalance gameplay when commanding AI squads.
    
    Additional Options:
    To disable Zeus AI dynamic behaviour for a specific combat unit, place the
    following code in the init line:
    this setVariable ["zeu_AIBypass", true];
    
    This will be useful if you are hand placing an AI in a mission and do not want
    them to move of their own accord in reaction to enemy.
    
    To disable the default civilian behaviour of stop and dismount vehicles when in
    danger, place the following code in the init line of the civilian unit, for the
    driver:
    driver vehicle this setVariable ["zeu_CivStayInVehicle", true];
    
    or for a passenger (driver stops and gets out, passenger stays in the vehicle):
    this setVariable ["zeu_CivStayInVehicle", true];
    
    The civis will follow this behaviour unless the vehicle is disabled by shooting
    out a tyre or disabling the engine (if this is possible).
    
    Typical use may be for the driver of a VBIED.
    
    It is recommended that enemy tags are disabled for all difficulty levels by
    setting the server profile entries to:
    EnemyTag=0;
    
    UltraAI should also be disabled - enabling it makes AI into AK snipers, ruining
    any chance of movement under fire:
    UltraAI=0;
    
    // Server Admins Installation Guide ///////////////////////////////////////////
    
    Server installation steps are the same as above.
    Server profile settings for skill & precision are very important and should be
    configured to the values listed above.
    
    If a server admin decides addon signatures should be verified, he should add
    the following line to the server.cfg file:
    
    verifySignatures=1
    
    A server admin can decide which addon makers' keys he considers trustworthy by
    placing their public keys in the "keys" directory. Usually (vanilla
    installation) there's only Bohemia Interactive's signature, called bi.bikey,
    in this directory.
    You can find the Public Key for ZEU in this package under the following path:
    "@zeu_OA\Server Key"
    
    // Tips for mission makers ////////////////////////////////////////////////////
    
    - Vary the skill level of enemy you put in a mission.
      Setting the skill slider to 100% in the editor for every enemy you place may
      seem like a good idea, but it can be counterproductive to make the AI into a
      bunch of terminators... Zeus AI reactions are improved over stock AI and they
      will spot and engage you to a more realistic level.
    
    - Use forward spotters.
      A spotter set to not engage, forward of the main body of enemy can give the
      AI a useful extension to their combat range or awareness - they will inform
      the other units in their group when they spot enemy (ref. commandWatch,
      commandTarget, doWatch, doTarget)
      The spotter doesn't have to be covert, dickers on motorcycles or walls/roofs
      of buildings (unarmed with combat behaviour disabled) can lend authenticity
      to OA scenarios.
    
    - Emulate enemy tactics in rural OA scenarios.
      Enemy tend to concentrate in the green zones, simply because of the cover
      available. The AI are pretty vulnerable on open terrain against humans, so
      choose ground with relief/features they can use.
    
      They are infamous for 'encirclement' tactics, so make sure you have a
      distraction group plus groups ready to move to the flank and rear - it will
      provide much greater interest and a challenge to the human commanders.
      Zeus AI can make more intelligent use of weapons systems - give some RPG
      gunners OG-7 rounds if you want them to engage infantry and soft targets.
      Equip PG-7 rounds if you want them to engage armour.
    
      Place random 'groups' on routes that the enemy might use for movement.
      Use column or compact column formation - insurgents in perfect wedge 
      formation just don't look the part. Vary the group sizes and regularity.
      Bumping or being bumped by such a group can add a lot to an infantry mission.
    
    // Troubleshooting & FAQ //////////////////////////////////////////////////////
    
    Report any issues and constructive feedback on the BIS forum thread:
    http://forums.bistudio.com/showthread.php?t=89970
    
    Please post your system specification and configuration if you are
    troubleshooting
    
    Q. Does it work with ACE?
    A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
       new modules to enjoy the dynamic AI features:
       zeu_cfg_core_ai_skills.pbo
       zeu_cfg_core_ai_skills.pbo.ZEU.bisign
       zeu_sys_AI.pbo
       zeu_sys_AI.pbo.ZEU_test.bisign
       zeu_GLx.pbo
       zeu_netcode.pbo
    
       & FindCover required by zeu_sys_AI.pbo:
       zeu_FindCover.pbo
       zeu_FindCover.pbo.ZEU_test.bisign
    
       zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you
       also need:
       cba_extended_eventhandlers.pbo
       cba_oa_main.pbo
       & .bisign files
    
       Important: You must use the ACE specific version for:
       zeu_ACE_c_wep_dispersion.pbo
    
       instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
       error message will be generated on mission load:
       .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
       of active addons."
       Warning Message: You cannot play/edit this mission; it is dependent on
       downloadable content that has been deleted. zeu_OA_c_wep_dispersion"
    
    Q. Does Zeus AI Combat Skills require CBA?
    A. Zeus AI Combat Skills requires CBA Extended Event Handlers version: 0.6.0
       or later (v0.7.1 tested ok) to work with OA.
       Required files:
       cba_extended_eventhandlers.pbo
       cba_extended_eventhandlers.pbo.CBA_v0-6-0.bisign
       cba_oa_main.pbo
       cba_oa_main.pbo.CBA_v0-6-0.bisign
    
    Q. What happens if the mod is only installed on the server, i.e. players
       don't have it?
    A. If AI is in a player's group then that AI is local to the player. If
       the player doesn't have the addon and the server does his AI will be
       less 'skilled' than the server's
    
    Q. Is this update for OA-only, or is it also compatible with vanilla A2.
    A. Dynamic AI is fully compatible with base ArmA 2 - I did all the original
       development work with ArmA 2, so there shouldn't be any problems.
    
       You won't need any of the _OA components, so just use the .pbo's listed
       below together with those from base Zeus AI - ArmA 2/CO & OA AI core skills:
       zeu_cfg_core_ai_skills.pbo
       zeu_cfg_core_ai_skills.pbo.ZEU.bisign
    
       ArmA 2 / CO & OA Zeus AI:
       zeu_sys_AI.pbo
       zeu_sys_AI.pbo.ZEU_test.bisign
       zeu_GLx.pbo
       zeu_netcode.pbo
    
       FindCover required by zeu_sys_AI.pbo
       zeu_FindCover.pbo
       zeu_FindCover.pbo.ZEU_test.bisign
    
       Note, zeu_sys_AI and zeu_FindCover require Extended Eventhandlers
       (thanks to Killswitch, Sickboy):
       cba_extended_eventhandlers.pbo
       & .bisign file
    
    Q. Sometimes my soldiers who is far from battle begins to go cover, and thats
       a problem because it takes alot longer to move my soldiers by foot, than
       when they don't go to cover.
       Is there any way around this, have tried to give safe order, burt still they
       go to cover. It's really anoying when you have to move youir soldiers a long
       distance?
    A. Put the AI into Safe or careless mode and compact column or diamond
       formation - you should be able to command them then, even if they were in
       danger mode.
       ref.: beta 60718
       [60711] Changed: Units now never enter cover while moving in compact (Delta
       or File) formations
    
       For reference, this is default ArmA 2 behaviour and is not related to Zeus AI
    
    Q. Does it work with ACE?
    A. You can use the existing ACE ArmA 2 Zeus AI core skills with the following
       new modules to enjoy the dynamic AI features:
       zeu_cfg_core_ai_skills.pbo
       zeu_cfg_core_ai_skills.pbo.ZEU.bisign
       zeu_sys_AI.pbo
       zeu_sys_AI.pbo.ZEU_test.bisign
       zeu_GLx.pbo
       zeu_netcode.pbo
    
       & FindCover required by zeu_sys_AI.pbo:
       zeu_FindCover.pbo
       zeu_FindCover.pbo.ZEU_test.bisign
    
       zeu_sys_AI and zeu_FindCover require Extended Eventhandlers, so you
       also need:
       cba_extended_eventhandlers.pbo
       cba_oa_main.pbo
       & .bisign files
    
       Important: You must use the ACE specific version for:
       zeu_ACE_c_wep_dispersion.pbo
    
       instead of the OA version (zeu_OA_c_wep_dispersion.pbo) or a dependency
       error message will be generated on mission load:
       .rpt: "Addon zeu_ace_c_wep_dispersion (entry PKT_veh) not found in the list
       of active addons."
       Warning Message: You cannot play/edit this mission; it is dependent on
       downloadable content that has been deleted. zeu_OA_c_wep_dispersion"
    Another mod that will help is :
    Infantry Stealth and Recognition Skills
    http://www.armaholic.com/page.php?id=9604

    This you can tweak the userconfig, to have the AI have a high stealth, or a low stealth, same for you, if you have a high stealth then
    the AI have a harder time aquiring you, as well as hitting you.
    Check out the thread and the discussion there as it explains it self, def worth trying!
    Last edited by Günter Severloh; Apr 24 2012 at 23:07.

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